OOC - Magic Kingdom for Sale* - Full

Oh, I see. Thought you meant all the standard rule books.

I guess researching a spell like this wouldn't work then either? ;)

Bye
Thanee
 

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Other than that, would it be possible to trade with the items we have found and which won't be used by anyone (before moving out, of course)?

i.e. trade something of appropriate worth against a cloak of resistance +4 or a headband of intellect +4 (in which case, I'd just switch mine to the cloak, which has the same price). ;)

Those saves really are pitiful without anything like that. :)

Guess the thirty-thousand-something gold pieces, that wandered into my spellbook are taking their toll... :D



@Party: From the items, Allyra would be mostly interested in the Stone of Good Luck (plus, if possible, something of appropriate trade value for the above). The Book of Walls is pretty fun and even quite fitting (she has learned her magic from a dwarf), altho most of the spells in there are either not useable by her (Evocation), or she has them already, but the biggest problem is, that it is simply too heavy for her to carry around without a Heward's Handy Haversack, since her belt can only carry items of 10 lb. or less - quite a few of them, tho. ;)

Bye
Thanee
 

Concerning the treasure, Rezomael is really only interested in the belt of strength.



...background and cohort to go and I should be ready.
 

I think Phaeder's bonded spirit would be interested in that belt of strength, but I doubt Phaeder would be. :p

He mostly be interested in the goggles of night. And *maybe* the bow of arcane might, but only if I'd be able to slap the screaming property on it. It's kinda of a cool item but the mighty property does nothing for my character and he doesn't have the spell slots like a sorcerer to burn to get the extra damage. Those spells slot would be much more valuable to him (and the party) as healing than an extra one to three points of damage. The only other thing on the list would be the stone of good luck, but only as an alternate.

Incidentally, how are we going to manage to split up the treasure more or less evenly and/or fairly? Is that possible? :heh:
 

Isida Kep'Tukari said:
Thanee, making a spell permanent on your familiar could fulfill the prerequisites for the PrC as long as your familiar doesn't die. ;)
Well, I certainly hope, this won't happen, but why would that be a problem, even if it happened?

Isn't the requirement "must have made two spells permanent in the past", not "must have two active permanent spells"?

BTW, I deducted 500 XP for the other permanent spell, but didn't list it, since it's probably somewhere, where it doesn't really matter, but I'll cover that in the background. :)

More BTW, the higher caster level and Dispel DC for the permanent Detect Magic come from the Spell Enhancer spell, which gives +2 caster level for one spell. It was made permanent at 10th level.

When Allyra makes a spell permanent now, the Dispel DC would be 32 (only dispellable with 16th caster level or higher). That's at least some security for the thousands of XP. :D

Bye
Thanee
 
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Sephiroth no Miko said:
Incidentally, how are we going to manage to split up the treasure more or less evenly and/or fairly? Is that possible? :heh:
I think we should handle it like this:

Everyone lists what they want.

Keeping an eye on the value, as long as noone else wants the item in question, just give it to them.

As long as the items are useful for the party more than for the individual, they shouldn't be accounted and just be given to whoever can use them.

For the items, multiple characters are interested in, give them to the ones that a) need them more and b) have been given less so far. Using some common sense to mix and match these conditions.

Everything left over is put in the party hoard or traded away (if possible) to get some useful stuff mostly for those who havn't gotten so much yet, or for the whole party (like healing or supplies to build the stronghold). :)

In the end, treasure should be split roughly fair over time, but that doesn't have to be the case at every moment, since this is hardly doable, anyways. Next time the ones who have been given less so far reveive more to compensate.

How does this sound?


With the current items, I suppose some trading should be doable before we leave the civilization. :D


@Isida: One thing, which made me think here... not that I would really like it, but you should probably consider to ban teleport as well, since it can screw a lot of the stuff you are looking for (i.e. teleport to nearest settlement to get supplies - Allyra alone could transport ~2500 lb. in one day this way, as long as the individual items weigh less then 10 lb.). :heh: Altho, that also rules out the easiest way to trade items. :\

Bye
Thanee
 

Yes, you can indeed trade the items no one else will be using, that's fine.

And yes Thanee, the requirements state you just have had to cast the permanent spells in the past. But I sure hope you don't want your familiar to die! :p

And would everyone else cry if there were no teleport spells?
 
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Thanee said:
I think we should handle it like this:

Everyone lists what they want.

Keeping an eye on the value, as long as noone else wants the item in question, just give it to them.

As long as the items are useful for the party more than for the individual, they shouldn't be accounted and just be given to whoever can use them.

For the items, multiple characters are interested in, give them to the ones that a) need them more and b) have been given less so far. Using some common sense to mix and match these conditions.

Everything left over is put in the party hoard or traded away (if possible) to get some useful stuff mostly for those who havn't gotten so much yet, or for the whole party (like healing or supplies to build the stronghold). :)

In the end, treasure should be split roughly fair over time, but that doesn't have to be the case at every moment, since this is hardly doable, anyways. Next time the ones who have been given less so far reveive more to compensate.

How does this sound?

Sounds quite sensible. :D I vote we keep that Staff of Healing as a party item then since it will likely benefit everyone. Everything else seems like it would only be useful to one person most of the time.

Isida Kep'Tukari said:
And would everyone else cry if there were no teleport spells?

Actually, have you guys taken a look at the 3.5e version of teleport? It's considerably different from the 3.0 version most notably: "You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels."

Also, distance is limited to 100 miles/level though I doubt that would matter much.

So Allyra could only bring up to 4 other people with her, each carrying up to a max of their maximum load (which could be a whole lot or not very much, depending on the person's strength), instead of a flat poundage. It sounds like the designers tried to make the spell more of a people transporter than a 'cargo' tranport spell so perhaps there's not so many issues with letting it in now.

I don't know. Teleport is a handy, handy spell, and I will be sorry to see it go but it does fit with the theme of the campaign. :\
 

Ok, cool. Then it probably won't be much of a problem to get a decent cloak of resistance, I hope. Allyra's levels are really optimized for a low Fort/Ref save, all three classes one level below the next plus. Doh! :p

Good thing, I'm not playing a combat mage... :D

Bye
Thanee
 

What, you guys don't want to walk in the woods? Explore your terrain? Find the best streams? Locate the best hunting grounds? Step in moose dung? Why on earth would you teleport when you could do that? :p
 
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